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Messages - Svanh

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46
Work In Progress / Re: Mapping trouble
« on: October 24, 2013, 02:08:14 am »
Found the problem. Harvesters, Battleships and Supply Ships are all 3-level UFOs, that is, their map blocks are 4 levels high (Ground, 1st floor, 2nd floor, roof). As the deployments in the ruleset specify the default 4 level high battlescape and my map blocks have an underground level there are only 3 levels for squeezing in UFOs. Changing all the height values in the deployment definitions to 5 fixes it.

47
Suggestions / Re: 'special' terror missions - all terror units in mass
« on: October 24, 2013, 01:00:29 am »
You could do this easily enough yourself via ruleset editing. Define an alien race made up of only terror units and either change the standard terror mission deployment or create your own deployment, ufo and mission to make it appear ingame.

I made a UFO site from one of Luke83's Abductor designs which has a deployment of 1 rank 0 alien(Commander) and around 10 or so rank 6 and 7 aliens (Terror units). Playing it against Snakemen is a nightmare.

Making a specialised second type of terrror mission (Not one based on a UFO) will have to wait until more options are added to the deployments section of the ruleset.

48
Suggestions / Re: Psi Lab modification
« on: October 23, 2013, 03:26:21 pm »
Is there any chance that we could change what stats the Psi lab alters? this way we could make gene splicing labs for our soldiers :)

With what modding offers atm in terms of facilities it is currently not possible. Warboy1982's OpenXcom War mod apparently has some custom facility tags that aren't in the main OpenXcom release so you might be able to do it in that.

  • Enhanced muscle strands
  • Aquatic breathing - Gills (Man From Atlantis)
  • Laser Eyes
  • Claws
  • Cheetah legs - more movement points
  • Crocodile skin - natural armor
  • Rocket Tongue - hardened chameleon tongue - A'la ALIENS - that can be shoot out once during a turn AP FREE so if a soldier fatally damaged an alien, but it didn't die, try to hit it with your Rocket Tongue in the face/eye to bring it down. Does 1 HP or minimal HP damage.
  • Firestarter - Psychokinesis: soldier can explode into a fireball, aka Charlie in Firestarter. Causing flames to be emitted from his body, but the soldier is unhirt of course. A'la superman in Man of Steel. Later when a Firestarter is sent to a PSI LAB, this unique soldier can learn a skill, to shoot a "Fire-Mask" from his face -  essentially an Incendiary Rocket - but more like Charlie shooting a Fire-Mask in the movie Firestarter.

I think the topic starter was suggesting making training rooms for stats, not for special abilities.

49
Work In Progress / Re: Mapping trouble
« on: October 23, 2013, 02:56:49 pm »
Thanks for pointing that out. Fixing that made it work without gaps in the map for every ship design except Harvester, Battleship and Supply Ship which still CTD on starting the mission (Same error as before).

 I'm not quite sure why Abductors work and Harvesters don't given that they are the same size, but I'll try adding some more landing zones/playing around with frequency.

50
Work In Progress / Mapping trouble
« on: October 23, 2013, 11:06:40 am »
I've made some map blocks using mapview and added them to my ruleset. All of the map blocks load into the game fine individually but there are gaps in the map (Some missing blocks in generated maps). Added to this, I get crashes when attempting to start a mission on my maps with the error "Something is wrong in you map definitions".

This error only occurred with Battleships and Supply ships at first but, after I altered the maps a bit more, affects every class of UFO. I do have several 10x10 landing zone map blocks defined so it isn't a lack of landing zones to choose from.

The maps, routes and the part of the ruleset dealing with terrain/maps are attached. Any help is appreciated.   :)

51
Released Mods / Re: Drones - Power suit HWPs
« on: October 23, 2013, 02:28:03 am »
There are only two issues now:

1.) When you add a drone HWP to a skyranger, it subtracts four seats

2.) It uses the same tank sprite as a stock HWP.

Unfortunately I don't really know how to fix that. Those issues seem to be hardcoded limitations of HWPs. I might buff the drones to make up for the 4 seat issue.

But it should use the Power Suit graphics, right?

It uses the power suit sprites ingame, but displays the standard tank image next to "equipment" on the "equip craft" menu.

52
Work In Progress / Re: UFO upgrades
« on: October 23, 2013, 01:27:45 am »
Thanks, that fixed it.  ;D

When you update your website you will probably want to update the mapview link though.

53
Work In Progress / Re: UFO upgrades
« on: October 22, 2013, 03:46:06 pm »
I have a small problem with mapview at the moment. Whenever I hit the save button on the paths menu and close the paths menu, all items in the tab I hit the save button on (Maps, images) vanish and mapview won't detect them even though they are still in the folder. Any blank maps I create end up in the Maps directory but aren't detected when I delete mapview's settings folder and restart it.

Have you had this issue?

Good luck with your course btw.

54
Work In Progress / Re: UFO upgrades
« on: October 22, 2013, 03:35:09 am »

55
Released Mods / Re: Drones - Power suit HWPs
« on: October 22, 2013, 02:43:06 am »
May I suggest something to make this more unique and extend the original game's functionality?

Corpse bots!

Done! Main post updated.
Several omitted requirements in the UFOpedia, manufacturing requirements and some extra inventory slots added in addition to basing the drones on corpses.

56
Work In Progress / Re: Alien mission/alien deployment questions
« on: October 21, 2013, 03:05:34 pm »
I've had a bit of a look at alien deployments and nextStage doesn't work for anything that isn't Cydonia. If OpenXCom updates how deployments work in the future I'd suggest adding previousStage, missionType and missionSubtype (0 - UFO, 1 - Base assault, 2 - Terror mission, 3 - Base defense, 4 - Multipart, 5 - Cydonia etc.) tags.

How deployments work currently:

  • You must define a UFO of the same name.
  • You must define alien ranks, weapon sets, spawn numbers (For aliens to show up)
  • You may define the number of civilians present
  • You may define (constant) terrain and light levels or exclude those tags to receive that information from the geoscape
  • You must define map dimensions
  • nextStage doesn't work for non-Cydonia missions
For your custom deployment/ufo to appear ingame you must:
  • Define an alien mission featuring it as a wave
  • Give that mission a weighting in at least one geoscape region

57
Released Mods / Re: Drones - Power suit HWPs
« on: October 21, 2013, 06:37:09 am »
What might be pretty useful  is an HWP with an 'inventory slot' which can carry extra equipment so your troopers don't need to carry it all. Additional heavy weapons, rockets, medikits, high explosives, stun rods etc which can come in handy but usually don't

All three drones have the standard inventory slots for carrying items/ammo minus a hand slot (Fixed weapons can't be moved/removed). Part of the Scout Drone's purpose is to carry large amounts of equipment very quickly. Unfortunately there doesn't appear to be a way to make inventory slots apply only to certain units so I can't add anything past the basic soldier inventory without giving it to X-COM soldiers as well.

58
Released Mods / Re: Drones - Power suit HWPs
« on: October 21, 2013, 05:02:56 am »
Thanks for the suggestion. I've updated the mod with some of MKSheppard's X-COM recolours and changed some stats.

59
Work In Progress / Re: Color Replaced X-COM Units
« on: October 21, 2013, 05:00:20 am »
tyran_nick suggested I use some of your armour sprites in my Drones mod. If this isn't o.k. please tell me and I'll remove them.

60
Released Mods / [HWP] Drones - Power suit HWPs
« on: October 20, 2013, 02:22:09 pm »
A small mod adding some 1x1 HWPs for later game.

Assault Drone - Decent robotic soldier, armed with plasma weapon halfway between heavy plasma and plasma rifle

Scout Drone - High TUs and strength with a laser rifle, good for getting heavy supplies across the map.

Hammer Heavy Artillery Drone - Fires explosive or incendiary shells in an arc. Explosive shells have a blast radius of 2 and can punch through UFOs, incendiary shells set a very, very large area on fire. You can't unload shells without firing them due to the limitations of fixed weapons.

All three require you to research the power suit and mind probe. The Assault Drone requires plasma cannon research, the Scout Drone requires laser rifle research and the Hammer requires blaster launcher research with blaster bomb research for the ammunition.

You will also need a power/flying suit corpse in your base's inventory to unlock one of the necessary research topics and to build each drone.

While a Medic Drone is in the ruleset it doesn't work due to a quirk of battleType and inventory placement.

To install:
Extract Drone.zip to ...\openxcom\data and add
 
Code: [Select]
rulesets:
  - Drone
to the config file

OR

Place Drone (PLAIN).rul in your ...\openxcom\data\rulesets folder and add
 
Code: [Select]
rulesets:
  - Drone (PLAIN)

to the config file.

The Drone (PLAIN) ruleset uses the original X-com power suit sprites while the .zip uses MKSheppard's recoloured power suit sprites.

Last updated: 03/11/2013

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